﻿using System;

namespace BehaviorTree
{
    public class SelectorNode : BaseNode
    {
        public override Node_Status tick(float frameTime)
        {
            for (int i = 0; i < childs.Length; i++)
            {
                if (childs[i].tick(frameTime) == Node_Status.Success)
                {
                    return Node_Status.Success;
                }
            }
            return Node_Status.Running;
        }

    }

}
